#include "odn_gfx_Renderer.h"

#include "ouden.h"

namespace ouden
{
	namespace gfx
	{
		
		//Window callback
		LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
									UINT	uMsg,			// Message For This Window
									WPARAM	wParam,			// Additional Message Information
									LPARAM	lParam)			// Additional Message Information
		{
			switch (uMsg)									// Check For Windows Messages
			{
				case WM_ACTIVATE:							// Watch For Window Activate Message
				{
					if (!HIWORD(wParam))					// Check Minimization State
					{
						ouden::getEngine()->getRenderer()->setActive(TRUE);						// Program Is Active
						
						//ShowCursor(false);		//Windows function
						
					}
					else
					{
						ouden::getEngine()->getRenderer()->setActive(FALSE);						// Program Is No Longer Active
		
						//ShowCursor(true);
		
					}
		
					return 0;								// Return To The Message Loop
				}
		
				case WM_SYSCOMMAND:							// Intercept System Commands
				{
					switch (wParam)							// Check System Calls
					{
						case SC_SCREENSAVE:					// Screensaver Trying To Start?
						case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
						return 0;							// Prevent From Happening
					}
					break;									// Exit
				}
		
				case WM_CLOSE:								// Did We Receive A Close Message?
				{
					PostQuitMessage(0);						// Send A Quit Message
					return 0;								// Jump Back
				}
		
				case WM_SIZE:								// Resize The OpenGL Window
				{
					ouden::getEngine()->getRenderer()->ResizeScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
					return 0;								// Jump Back
				}
			}
		
			// Pass All Unhandled Messages To DefWindowProc
			return DefWindowProc(hWnd,uMsg,wParam,lParam);
		}
		
		
		
		bool ODN_Renderer::Init()										// All Setup For OpenGL Goes Here
			{
				//glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
				glClearColor(0.5f, 0.5f, 0.5f, 0.5f);				// Black Background
				//glClearDepth(1.0f);									// Depth Buffer Setup
				glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
				glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
				//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);	// Really Nice Perspective Calculations
				glEnable(GL_BLEND);									//Enable alpha blending
			    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	//Configure alpha blending
				//glEnable2D(); 										//Set to 2D drawing
				//glFrustum(-1.0, 1.0, -1.0, 1.0, 1, 100);
			
				//For textures
				//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
			    glEnable(GL_TEXTURE_2D);	
			
				return TRUE;										// Initialization Went OK
			}
			
			bool ODN_Renderer::DrawScene()									// Here's Where We Do All The Drawing
			{
				
				//static int i = 0;
				
				float n = 0.5;
				
				int p = 10;
				
				//i++
				
				//if (ouden::input::getInputHandler()->isKeyDown(VK_SPACE)) glClear(GL_ACCUM_BUFFER_BIT);
				
				//glClear(GL_ACCUM_BUFFER_BIT);
				
				//glAccum(GL_ACCUM, 0.5);
				//glAccum(GL_RETURN, 1); //Multiplies the accumulation buffer by value and copies the result to the backbuffer
				
				SwapBuffers(hDC);		// Swap Buffers (Double Buffering)
				
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
			
				//glAccum(GL_MULT, n);
			
				glLoadIdentity();									// Reset The Current Modelview Matrix
				
				return TRUE;										// Everything Went OK
			}
			
			void ODN_Renderer::ResizeScene(int Width, int Height)		// Resize And Initialize The GL Window
			{
				if (height==0)										// Prevent A Divide By Zero By
				{
					height=1;										// Making Height Equal One
				}
			
				glViewport(0,0,Width,Height);						// Reset The Current Viewport
			
				//Save the new width and height
				width = Width;
				height = Height;
			
				glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
				glLoadIdentity();									// Reset The Projection Matrix
			
				// Calculate The Aspect Ratio Of The Window
				//gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
			
				int w2 = width / 2;
				int h2 = height / 2;
			
				glOrtho(-w2,w2,-h2,h2,-1.0f,1.0f);					//Set up an orthogonal view with 0, 0 at top left and units of exact pixels
			
				glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
				glLoadIdentity();									// Reset The Modelview Matrix
			}
			
			void ODN_Renderer::KillWindow()								// Properly Kill The Window
			{
				if (fullscreen)										// Are We In Fullscreen Mode?
				{
					ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
					ShowCursor(TRUE);								// Show Mouse Pointer
				}
			
				if (hRC)											// Do We Have A Rendering Context?
				{
					if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
					{
						MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
					}
			
					if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
					{
						MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
					}
					hRC=NULL;										// Set RC To NULL
				}
			
				if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
				{
					MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
					hDC=NULL;										// Set DC To NULL
				}
			
				if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
				{
					MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
					hWnd=NULL;										// Set hWnd To NULL
				}
			
				if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
				{
					MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
					hInstance=NULL;									// Set hInstance To NULL
				}
			}
			
			bool ODN_Renderer::CreateRendererWindow(char* Title, int Width, int Height, int Bits, bool Fullscreen)
			{
				GLuint		PixelFormat;			// Holds The Results After Searching For A Match
				WNDCLASS	wc;						// Windows Class Structure
				DWORD		dwExStyle;				// Window Extended Style
				DWORD		dwStyle;				// Window Style
				RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
				WindowRect.left=(long)0;			// Set Left Value To 0
				WindowRect.right=(long)Width;		// Set Right Value To Requested Width
				WindowRect.top=(long)0;				// Set Top Value To 0
				WindowRect.bottom=(long)Height;		// Set Bottom Value To Requested Height
			
				fullscreen=Fullscreen;				// Set The Private Fullscreen Flag
			
				hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
				wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
				wc.lpfnWndProc		= (WNDPROC) ouden::gfx::WndProc;		// WndProc Handles Messages
				wc.cbClsExtra		= 0;									// No Extra Window Data
				wc.cbWndExtra		= 0;									// No Extra Window Data
				wc.hInstance		= hInstance;							// Set The Instance
				wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
				wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
				wc.hbrBackground	= NULL;									// No Background Required For GL
				wc.lpszMenuName		= NULL;									// We Don't Want A Menu
				wc.lpszClassName	= "OpenGL";								// Set The Class Name
			
				if (!RegisterClass(&wc))									// Attempt To Register The Window Class
				{
					MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;											// Return FALSE
				}
			
				if (fullscreen)												// Attempt Fullscreen Mode?
				{
					DEVMODE dmScreenSettings;								// Device Mode
					memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
					dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
					dmScreenSettings.dmPelsWidth	= Width;				// Selected Screen Width
					dmScreenSettings.dmPelsHeight	= Height;				// Selected Screen Height
					dmScreenSettings.dmBitsPerPel	= Bits;					// Selected Bits Per Pixel
					dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
			
					// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
					if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
					{
						// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
						if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
						{
							fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
						}
						else
						{
							// Pop Up A Message Box Letting User Know The Program Is Closing.
							MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
							return FALSE;									// Return FALSE
						}
					}
				}
			
				if (fullscreen)												// Are We Still In Fullscreen Mode?
				{
					dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
					dwStyle=WS_POPUP;										// Windows Style
					ShowCursor(FALSE);										// Hide Mouse Pointer
				}
				else
				{
				 	//Make the window borderless
				 	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
					dwStyle=WS_POPUP;
					
					//dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
					//dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
				}
			
				AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
			
				// Create The Window
				if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
											"OpenGL",							// Class Name
											Title,								// Window Title
											dwStyle |							// Defined Window Style
											WS_CLIPSIBLINGS |					// Required Window Style
											WS_CLIPCHILDREN,					// Required Window Style
											0, 0,								// Window Position
											WindowRect.right-WindowRect.left,	// Calculate Window Width
											WindowRect.bottom-WindowRect.top,	// Calculate Window Height
											NULL,								// No Parent Window
											NULL,								// No Menu
											hInstance,							// Instance
											NULL)))								// Dont Pass Anything To WM_CREATE
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
				{
					sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
					1,											// Version Number
					PFD_DRAW_TO_WINDOW |						// Format Must Support Window
					PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
					PFD_DOUBLEBUFFER,							// Must Support Double Buffering
					PFD_TYPE_RGBA,								// Request An RGBA Format
					Bits,										// Select Our Color Depth
					0, 0, 0, 0, 0, 0,							// Color Bits Ignored
					0,											// No Alpha Buffer
					0,											// Shift Bit Ignored
					0,											// No Accumulation Buffer
					0, 0, 0, 0,									// Accumulation Bits Ignored
					16,											// 16Bit Z-Buffer (Depth Buffer)
					0,											// No Stencil Buffer
					0,											// No Auxiliary Buffer
					PFD_MAIN_PLANE,								// Main Drawing Layer
					0,											// Reserved
					0, 0, 0										// Layer Masks Ignored
				};
			
				if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				ShowWindow(hWnd,SW_SHOW);						// Show The Window
				SetForegroundWindow(hWnd);						// Slightly Higher Priority
				SetFocus(hWnd);									// Sets Keyboard Focus To The Window
				ResizeScene(Width, Height);					// Set Up Our Perspective GL Screen
			
				if ( !Init() )									// Initialize Our Newly Created GL Window
				{
					KillWindow();								// Reset The Display
					MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
					return FALSE;								// Return FALSE
				}
			
				//Save private variables
				width = Width;
				height = Height;
			
				return TRUE;									// Success
			}
			
			//Check for windows messages
			//--------------------------
			bool ODN_Renderer::CheckMessages()
			{
			
			    MSG msg;
			
			    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
				{
					if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
					{
						setQuit(TRUE);							// If So done=TRUE
					}
					else									// If Not, Deal With Window Messages
					{
					 	//Pass the message to the gui
						//GUI.ProcessMessage(msg);
						
						TranslateMessage(&msg);				// Translate The Message
						DispatchMessage(&msg);				// Dispatch The Message
					}
					
					return true;
			
				}
				else
					return false;
			
			}
			
			//Return the singleton instance of the renderer
			ODN_Renderer* getRenderer()
			{
				return ODN_Renderer::Instance();	
			}
			
		} //namespace gfx
	} //namespace ouden
